Plays positional sound in 2D space.
Plays audio that dampens with distance from screen center.
See also [AudioStreamPlayer] to play a sound non-positionally.
[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set [member volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing).
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Returns the position in the [AudioStream].
Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer2D].
Plays the audio from the given position [code]from_position[/code], in seconds.
Sets the position from which audio will be played, in seconds.
Stops the audio.
Determines which [Area2D] layers affect the sound for reverb and audio bus effects. Areas can be used to redirect [AudioStream]s so that they play in a certain audio bus. An example of how you might use this is making a "water" area so that sounds played in the water are redirected through an audio bus to make them sound like they are being played underwater.
Dampens audio over distance with this as an exponent.
If [code]true[/code], audio plays when added to scene tree.
Bus on which this audio is playing.
Maximum distance from which audio is still hearable.
The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
If [code]true[/code], audio is playing.
The [AudioStream] object to be played.
If [code]true[/code], the playback is paused. You can resume it by setting [code]stream_paused[/code] to [code]false[/code].
Base volume without dampening.
Emitted when the audio stops playing.